Feel free to comment on changes you made, how the deck played out if you try it, or recommendations. Some cards could easily be better in this deck but I just may not have it.
Deck is based around being able to consistently land Electro/Psy/Wave T3 to cheese a location with a 5 Drop on T4 and win another with Infinaut T6.
Non-Required Cards:
- Armor: She is mainly there to protect Sunspot T2 and also provides you the ability to open up destroy locations and counter destroy abilities.
- Scorpion: Is just a disruption card to give your opponent less power on the board to keep T4-T6 pretty linear in terms of play options.
- All 5-Cost Cards: Really this is just the package I like with the cards I have available. These usually lock up a location pretty easily for me. Remember the goal of this deck is to usually focus on two locations and plan to win those. So if you change these make sure your new options swing board states.
- America Chavez: She is there to insure the only 6-Cost card we draw is Infinaut which tells us how to play out T5/T6. If we don't draw Infinaut then we know we are using the other powerful 5's or America on 6 to win locations. With her you never end up skipping T5 hoping for Infinaut T6, if you are skipping it is because you know you have it.
Notes:
- When subbing 5-Cost cards, it is best to keep at least 3/4 of them 5-Cost to limit the amount of dead draws. You are extremely likely to be able to slam a 5-Cost on T4, and with the exception of Wave, a 6-Cost is one less option to solve the board with.
- Using Professor X: Like any deck, professor X is designed to lockup locations. This deck is largely based on reading what your opponent can do and will do in order to produce huge swings. Professor X makes this a lot easier by either locking down a location you already won so that you can comfortably make T5/T6 plays focused on only one location but he can also do a great job of winning locations opponents want nothing to do with until they have to or until later turns.
Bad Match-Ups - I have not seen a deck I can't beat, but there are decks/cards that can make snapping difficult. Usually I'll play it out as long as there is no snap, but I'm pretty often prepared to not take the bet when I see these.
Cards:
- Killmonger/Elektra: Bad for Sunspot business. our smaller cards are not that powerful so losing Sunspot can make setup for T5/T6 harder.
- Goose: Playing around goose can be frustrating, depending on the board state it can make our T6 play rough. Usually still able to play around it but it shuts off half of our deck for a particular location if it comes down Pre T4.
- Valkyrie: Our goal is to go big at the end of the day. Val can easily swing a location and cause us to lose a location outright which usually means the game.
- Cosmo: a rough Cosmo play T3 can really mess with our T3 Tempo. Not game losing necessarily but can easily force us to go off the Infinaut game-plan.
- Leader: Easily makes our swing a miss if he is played. You can try aiming to place Infinaut or any other card in a favorable spot your opponent can't use leader, but at the end of the day this card just kind of gets us.
- Shang-Chi: We can beat this card, but it can just beat us if we are on the Gamora/Infinaut/America plan.
Decks:
- DeathWave- They can just put more power onto the board T6 with Death/She-Hulk, they play Killmonger usually and they can benefit from our wave. They also can beat a Hob pretty consistently. They can also beat our deck pre-T5 in power making our T5 skip consistently worse than theirs.
- Swarm Decks (Cerebro,Surfer): they can swarm before you can setup Professor well and add massive power to the whole board sometimes making the right play difficult.
*Sera Decks also can give this deck trouble but if you can recognize it you can make playing pretty uncomfortable for them prior to their setup. Remember we are on the board by T4 so usually T6 is just about picking the best spot. You'll pretty consistently know if you are winning before it is too late.